Corona is Anorithil gift that fires every time your spell critics. I've collected many proc on spell hit equipment on the run, it is attempting to build such an adventurer around Corona. How would you make it? Spell caster? Magic combat? Which element? Defense side?

Corona is Anorithil gift that fires every time your spell critics. I've collected many proc on spell hit equipment on the run, it is attempting to build such an adventurer around Corona. How would you make it? Spell caster? Magic combat? Which element? Defense side?

By far the best way to get a lot of spell crits is Raze from the Undead Drake category -- each Raze proc that crits counts as a spell crit and triggers Corona. So, load up on multi-hit melee attacks and gear with melee hit proc damage... as each separate instance of damage triggers a Raze proc.

I don't have much experience with Anorithil but I do know that a Necromancer can go Lichform to get free 1.0 per turn negative energy so you could always grab the Necrosis category and go Lichform with your Adventurer.

That'd solve a big part of your resource problem and it'd only cost 8 points and a cat point, if you wanted to get to 6, which is advisable.

I'm not sure if anything generates positive energy other than abilities but that'd be a start.

You'd just need to survive until level 24 in order to get that Negative energy.

I don't use Adventurers much but that seems like a plausible build... of course, you'd lose infusions in doing so. You might also consider an Ogre for the extra slot and the added stats to your runes plus the extra life. Combine that with the bonus of +3 from Lichform and you'd have a Corona mage with a ton of hit points.

... thunderstorm crits, right? Know it can trigger spell procs, but can't recall if it can crit. If it can, well. There's another tree you probably rather want if you're building around corona. Also don't forget tinkering! A voratun mana coil is friggin' bugnuts if you're putting out a lot of spells. 25% chance of tlvl 5 lightning is fairly brutal. If you luck into that light/dark conversion amulet, you wouldn't even need to worry about damage type variety, heh.

I don't have much experience with Anorithil but I do know that a Necromancer can go Lichform to get free 1.0 per turn negative energy so you could always grab the Necrosis category and go Lichform with your Adventurer.

That'd solve a big part of your resource problem and it'd only cost 8 points and a cat point, if you wanted to get to 6, which is advisable.

I'm not sure if anything generates positive energy other than abilities but that'd be a start.

You'd just need to survive until level 24 in order to get that Negative energy.

I don't use Adventurers much but that seems like a plausible build... of course, you'd lose infusions in doing so. You might also consider an Ogre for the extra slot and the added stats to your runes plus the extra life. Combine that with the bonus of +3 from Lichform and you'd have a Corona mage with a ton of hit points.

A caveat for this approach is that you need to get lichform to talent level 6 to get the full benefits of it, which is trivial for a necromancer, since they have a mastery level of 1.3, but for adventurer it's only 1.0. You would need to bump it up to at least 1.2 either with an appropriate amulet of mastery (unlikely), the Staff of the Archlich artifact (still kind of unlikely, and only possible fairly late in the game), or a second category point (those are really important to spend wisely, especially as an Adventurer).

I'd say you probably want:Stealth - Automatic crits as long as you're stealthed, which later is pretty much all the time.

Necrosis - As pointed out, lichform at 6 solves the negative energy crisis AND gives you an attack tree, though it does USE negative energy. You'll want to spend two cat points on this, but the second one doesn't need to be spent until lvl 20.

Eclipse - For Corona

Twilight - For Twilight early on, and probably still later on, though this could wait until lvl 10?

Air for Thunderstorm is a good compliment to Corona, and gives you Lightning and Chain Lightning for attack spells. Fire Alchemy gives you Body of Fire which is similar, but cheaper. Nothing else in that chain will be very useful, but if you do go Stealth, Smoke Bomb could help tactically.

So Stealth, Necrosis, Eclipse, Air - That gives you Lightning right away and Impending Doom and Chain Lightning at level 4. Might be tight, but not too bad. Watch out for storm elementals and drakes.

At lvl 10 take Twilight. At lvl 20 put the second point in Necrosis. At lvl 24 go full lich and get Star Fury.

For generics, take Light and whatever, probably something Mag or Cun based.

If you play a Cornac, you have an extra cat point to unlock another attack tree with. I'd suggest something with a cooldown 3 attack spell.

Aether Beam can only crit once, when initially created, so it's not much good for triggering Corona unless combined with Raze.

Now that Hymn Nocturnalist is a thing and provides negative regen I think we can wholly dismiss the idea that lichform would be a reasonable choice. It even provides additional crits.

Complete list of vanilla things that are unusually good at spell critting:- Raze (by far the most effective)- Hymn Nocturnalist- Living Lightning- Body of Fire- Thunderstorm- Shield of Light crits the first time it triggers each turn- Circles (instant and except for Sanctity, each one crits twice, once for duration and once for damage - and Sanctity is godly for other reasons)- Blood Spray crits twice, but this is certainly not worth a category point- Acid Blood crits whenever something hits you in melee, and Corrupted Strength is great anyway- Virulent Disease is instant and crits- Void Quiver has Spatial Tether and Dimensional Anchor on hit, both of which crit- Pretty much any talent_on_spell, obviously (which you'd want anyway for this build)- Every square of Materialize Barrier that gets dug out will give its creator a spell crit- If you manage to get Void Shards, you'll get one spellcrit per summoned shard when you cast it. It summons [raw talent level] shards.- Infernal Breath crits twice- Chain Lightning crits once for every target it jumps to- Consume Soul crits twice- Earthen Missiles crits once per missile- Stone Spikes crits four times if you have all four talents in its tree (too bad it's awful)- Essence Drain is instant and crits- Demon Blade is instant and crits (only the talent usage crits, the individual strikes don't)- Incinerating Blows crits every time you make a melee attack and will crit again every time it makes the ball of fire- Dread End crits every time it triggers- Surge of Power is instant and crits- Rain of Fire crits every time a meteor falls- Tale of Destruction crits every time it applies a bane (once for each creature!)- Flame Bolts crits every time it sends out a flame bolt- Corrosive Cone crits every time it triggers

I tried the hymn nocturnalist path. It... didn't seem to work. I think it's maybe enough to help folks that are already investing in twilight, but not enough on its own? Not really sure, but resting got me exactly nowhere, even though I had the little "+0.05" on my resource bar.

Also, realistically, lich gives you a *lot*. It's a hassle and a half, but it's got a big old stack of rewards.

I tried the hymn nocturnalist path. It... didn't seem to work. I think it's maybe enough to help folks that are already investing in twilight, but not enough on its own? Not really sure, but resting got me exactly nowhere, even though I had the little "+0.05" on my resource bar.

Also, realistically, lich gives you a *lot*. It's a hassle and a half, but it's got a big old stack of rewards.

Actually, as stated in the code of hymn nocturailist, rest only only waits for negative energy replenishment if neg regen is > 0.1. (and I don't understand the reason for this limitation).

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